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Zoinkity's Site

 
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kcghost
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Joined: 18 Jan 2006
Posts: 551

 PostPosted: Mon Feb 27, 2006 1:26 pm    Post subject: Zoinkity's Site Reply with quote Back to top

I semi-organized some stuff and threw this package of may-be-very-useful information I grabbed off zoinkity's site. I plan to make better use of this information, but for now, here is my package of the most important downloads as well as web site info copy-pasted. I just figured people should read through some of it, since it includes things such as load tables, ROM addresses, Solo/Multis (Which i need to look through), ROM patches and some GS codes (That I also need to lok through). Here is the link: http://www.savefile.com/projects/584654

Zoinkity's site is: http://www.geocities.com/nefariousdogooder/

BTW, where is Zoinkity? Somebody should contact him and get him active on these forums! Smile
 
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kcghost
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Joined: 18 Jan 2006
Posts: 551

 PostPosted: Mon Feb 27, 2006 4:32 pm    Post subject: Reply with quote Back to top

Question! The only difference between 2-player and 4-player codes are the respawns, right? Or not? If I had a 2-player code, objects included, how would I convert it to 4-player? The reason I ask is I have 4 Dam BZ codes from Zoinkity's site, Im pretty sure all just 2 players. (there is 4 because he did a Beta, 1.0, 1.2, and a "latest") How do I do this? And if its complicated ... anybody wanna do it for me? Very Happy

I have added a bunch of codes now, still gotta get some more though. Cool
 
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Wreck
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Joined: 14 Dec 2005
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Location: Ontario, Canada

 PostPosted: Mon Feb 27, 2006 5:21 pm    Post subject: Reply with quote Back to top

Converting 2-Player to 4-Player is actually quite easy. The entire setup file moves '2A80' further into the memory between 2 & 3 and 3 & 4. So, all you need to do is add '5500' onto each and every stage specific address. That not only includes the addresses at the beginning of a code, but also the value of that code when relating to an address in memory. That would mainly be for coordinates. Just tack on that extra '5500' to set it in the right place. After you've converted it over to 4-Player, you can use the "Enable All Players" code to play it with any amount of people. Consider the scientific calculator on your PC to be your best friend. Wink

MultiplayerX / The Shadow informed me that Zoinkity was in the middle of a move about a month or longer ago. I'm not sure if he's gotten everything set up yet or even has an Internet connection. He, like most of the GoldenEye hackers, was growing tired of the game. In an e-mail, he told me that he was taking a break from it and working on other things. Hopefully, when he comes back, he'll read about how the Revolution is supposed to emulate N64 games and rehash his enjoyment of hacking. Smile
 
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kcghost
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Joined: 18 Jan 2006
Posts: 551

 PostPosted: Tue Feb 28, 2006 8:55 am    Post subject: Reply with quote Back to top

Ill admit, when I read your post, I thought It would be hard, but it is very very simple. Just tedious. Soooo tedious. Copying the First part of nearly every code, pasting it into the calc, adding 5500, copy, paste back in. Through that im halfway done with the Beta one. Hasn't anyone written a parser for this? With all the old 2-pl, 3pl, 4 pl version hackers used to do, wouldnt somebody have made an automatic calculation app? Or does anyone know a faster solution? Sorry for my Impatience.
 
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zoinkity
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Joined: 24 Nov 2005
Posts: 1730

 PostPosted: Tue Mar 21, 2006 8:47 am    Post subject: from the depths it oozes forth Reply with quote Back to top

Rather nice someone actually noticed I tried making a site. -and don't worry, I'm not tired of the game, but running endless traces is very *very* tedious. Sometimes you just need to hack something else for a couple days.


Most of the stuff there is inaccurate, and I've actually been revising everything as of late. However, without any sort of computer access it's all for naught.

Firstly, there's no need for the incrementing if you use the 2-4 player offset code. All of that was developed before then.
The holes in the clipping format docs have been filled.
The unknown "header values" are a pad offset value, corresponding to the PAD values pointed at in the setup file (I'll try uploading the doc one day). GE was compiled on a room-by-room basis (unlike PD, at least to a degree). In theory they should have searched out corresponding pads to place objects, but in actuality the feature was removed. (it does make setup editting easier though).

Setup data is silly to fiddle with the way I wrote it up. Looking at the decompressed binaries reveals much more in the way of 2xxx preset rotation and positioning. Sub and I were working on a full setup editor, actually, and the object sizing and positioning feature worked perfectly in the beta. If I can find the disk with the docs I'll upload it sometime.

The spawns are dicated in a block of data that sets not only spawns but initial weapons (always unarmed in multi, though it can be set to tazers, watch magnet attract - anything really), initial ammo, the spinning camera thing on stage start, cuffs (connery!), and some other nifty things. The format is something like:
00000000 00000xxx 000000ss
the first set of zeroes indicates it is a spawn, the xxx's in the next are the presets to spawn at, and the s indicates "set" the spawn belongs to. Sets apply only to solo stages that are used for the demos after the title screen.

All non-standard guard activity, events, applied paths, spawns, etc belong to the "action block". Although not all the features are known yet - and even fewer are usable in mutliplayer - they are fully editable. I should probably ask Sub befoer releasing anything about that though.

The only major hole in setup data has to do with paths. Although two of teh blocks have been sucessfully editted and tested, the first block and it's nesting feature is confusing the crap out of me. To be quick:
first block interlinks the sets used in the second block, as well as itself
second block assigns path preset values to normal presets, assigns set numbers, and interlinks them
third block uses path preset values to set actual paths.
Paths are then applied to a guard, object, etc via the action block
Objects (ie truck in Dam) are then assigned the action block value of that path. Nifty, eh?
(I'll find the docs, really...)
_____________________

GE 3D model formats have been hacked. Unfortunately, no new weapons exist. They were cheap and loaded the grenade into each slot...

PD model format is virtualy exactly the same as GE one. Last week I managed to dump three rooms from Bunker 2 into PD, so maybe stage swapping is feasible. Clipping is completely different though.
I could upload the patch sometime.

BTW, did anyone notice Elvis in GE or the all-suits patches?
_____________________

Sorry in advance if I can't reply any time soon, but I really, honestly, don't have any real internet access.
Also, Although Yahoo is collecting my mail, I won't be able to access it. Sorry in advance to anyone who's attempted so

Codes in the works:
"Live and Let Die" mode: replaces flag tag
(offseting within ram should be fixed tonight. Annoying how they took a two line code and totally screwed it up)
 
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kcghost
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Joined: 18 Jan 2006
Posts: 551

 PostPosted: Tue Mar 21, 2006 10:06 am    Post subject: Reply with quote Back to top

Before I say anything remotley intelligent in response to that, I must say this: Holy mother of S**T! It's Zoinkity!

Wow, I didn't know that much had been discovered. Fully editable action stuff? I would really like to mess around with that stuff, even if I don't know what im editing. It sounds like you know how to edit just about anything in GE! I can see why paths would be confusing, thats got to be a strange format, considering it cant be just one coordinate, but many as well as speed and stuff like that to get something to move. But very nifty indeed. Stage Swapping? Holy Crap! I can imagine it now, playing Bunker with labtop guns, lol. Really sucks you dont have much computer access.

Kcghost Out. Cool


EDIT: I just noticed, I think this was the 1000th post. Says on the bottom of the site, 1000 articles now. Yay! Do I get a prize? Very Happy
 
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Wreck
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Joined: 14 Dec 2005
Posts: 7253
Location: Ontario, Canada

 PostPosted: Wed Mar 22, 2006 2:02 am    Post subject: Reply with quote Back to top

Put me down for that PD patch, Zoink. Playing in areas from the Bunker ii in Perfect Dark would be an incredible experience. I had no clue that this was even possible, but I should know better than to think anything impossible when either SubDrag or yourself are behind it. Wink

I've tried to think up something to replace The Living Daylights with, but nothing amazing ever came to mind. I once changed the Flag Tag Token into a hand grenade and renamed it From Russia With Love. Hehe, doesn't that sound like a hoot!?

Elvis and suits patches?
You'll have to count me in for that one, too! Very Happy
 
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zoinkity
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Joined: 24 Nov 2005
Posts: 1730

 PostPosted: Thu Mar 23, 2006 8:15 am    Post subject: Reply with quote Back to top

Bunker2 won't fit on a disk I'm afraid. Besides, the clipping still needs to be hacked so it was "look, don't touch". The image wapping made it look just wacked. I'll try to manage something though.

The other patches on on my "site", if you can call it that

http://www.geocities.com/nefariousdogooder/images/4-bonds.zip

and


http://www.geocities.com/nefariousdogooder/images/ElvisLow-Poly.zip

(same directory has a diagram on making a battery-free rumble pak ;*)

Before it was packed, I managed a GE to PD model converter. Wacky stuff, but actually worked. A full stage replacement wasn't possible though due to some image op problems. PD loads an image offset, and I think my list didn't account for more than 60 or something.

In reality, though, If you combine the point rehashing of GE with PD's RGB rehashing and simplified collisions, you'd have one tight, sweet amount of space.
 
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